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  • Joe’s Top Ten Games of 2008 – Part One

    The official mandate has come down from the top—that it is December, and we all write about games, so we all have to pick some arbitrary number of them that we enjoyed above all others this year. I am taking on this task in the way of our forefathers, using their traditional number (10) and order (from great to most greatest). Games were chosen for this list using a highly scientific list of criteria, including but not limited to dopamine levels, blood alcohol content, coin flips, and the rate at which the number of in-game explosions approached infinity. Today is #10-#8.

     


    10. Fable 2

    I played Fable 2 during a two-week period in which I saw some significant real-life difficulties, so the game’s emotional moments, being fiction, didn’t resonate as strongly with me as they did with others. But that doesn’t mean I didn’t appreciate the risks the game took or the choices it forced the player to make. Yet while it went further than most games, it still didn’t go far enough, with punishment for doing the right thing in the face of temptation still being too easy to make up for later. But the game play was there; Fable 2’s shallow but broad mechanics encouraged experimentation while making sure there was always something new to try.

     

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  • The Big, Scary Numbers of Piracy in 2008

    I’ve been looking at this list TorrentFreak created, the one of the top ten most pirated games of 2008 according to BitTorrent tracking. It is utterly fascinating, but not, as many people latched onto, because Spore is the number one most pirated game of the year. That’s an eye-rolling obvious thing to reveal, the same as if you were told The Dark Knight was the pirated movie of 2008 (Surprise! It is). So the most heavily marketed PC game of the year was the one the most people tried to get for free. So what?

    No, what’s interesting is how gigantic some of these numbers are. I’m going to go ahead and say this list is almost certainly low-balling the number of people who pirated these games, as only taking into account a certain number of well-managed trackers, as TorrentFreak did, leaves out the private trackers and people who got lucky on bad trackers. And of course, there are the people who went to their local unmarked van for a clandestine exchange using unmarked bills, but that’s neither here nor there. Let’s assume these numbers represent a conservative estimate.

    It was predicted by people paid to predict such things that Spore would sell about 2 million copies in September, and while EA hasn’t released the actual numbers if that turns out to be true that would mean Spore is doing okay. In this case, we’ll define “okay” as “more copies are being sold than being stolen.” After the jump, things will no longer be okay.

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  • Ceci N'Est Pas Une 1-Up: The Surrealist Future of Postpunk Gaming

    While reading Rip It Up and Start Again, Simon Reynolds’ sharp history of postpunk, I started thinking about videogames. I’m nothing if not predictable, I know. There’s a slight corollary between the gaming zeitgeist and punk rock. Not politically, of course. Videogames are, at least popularly, more conservative today than they’ve ever been. Just look at Bobby Kotick’s reasoning for dropping Brutal Legend and Ghostbusters from Activision’s release schedule: "[Those games] don't have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises.” I realize that Activision is in the business of making money and not artifacts to inspire the human soul, but publicly stating that your publishing ethos is assembly-line-production makes it difficult to assess the creative merits of Guitar Hero: Buy This One Too, Just ‘Cause.

    No, videogames in 2008 are, like punk rock in 1974, taking a medium that’s become marked by excess and stripping it back to its most basic. Even beyond Capcom’s retro efforts and traditional two-dimensional, genre exercises (Braid, Castle Crashers) on Xbox Live, designers like DICE are trying to keep games simple and raw. Mirror’s Edge, for all of its visual polish, uses only three buttons for the bulk of its action and the game’s goals are uncomplicated (run to, run away.) Games are also trying to put the power of creation back into the audience’s hands. Halo 3’s Forge, LittleBigPlanet, and Maxis’ Spore might not be putting players into the guts of design, but they are inlets for everyone to make their own games. You don’t need to know how to play guitar to rock, and you don’t need to know C++, or draw, or write to make a game. Add these mainstream juggernauts to the booming independent dev scene, the confrontational tedium of games like No More Heroes (as Goichi Suda says, punk’s not dead,) and we may look back on the 2010s as gaming’s punk rock era. But how does punk lead to postpunk, the rebellion of aestheticism through the surreal and the futurist against the simplistic and traditional? What would that game even look like?

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  • The 61FPS Review: LittleBigPlanet - Part 1

    Many would agree with me the LittleBigPlanet is the most significant game release of 2008. Sure, Spore was a big deal, but it was only the next logical step in Will Wright's Sim series. LittleBigPlanet is a platform for whatever the user wants it to be, a venue for sharing and interaction, and a robust toolbox for imaginative and aspiring game designers. There's no denying LittleBigPlanet is an impressive and forward-thinking new box of toys for the kids, but is it a fun game? With one week of Sackboy inhabitance under my belt, I'm prepared to render my first impressions.

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  • The Videogame Ages, part 2

    In part one of The Videogame Ages, I discussed the inadequacy of “generation” language in gaming, and laid out The Golden Age of gaming. In part two, I look at the Silver and Bronze ages before taking a look at the modern era and the future.

    The Silver Age – 1983 to 1996 8-Bit, 16-Bit, Early Handheld, Early 3D, Advanced PC and Arcade

    The silver age of games is defined by expansion, in not just playability but breadth of experience. When home computers became affordable and home consoles began diversifying, games started transforming from immediate, single-mechanic experiences into more lasting forms. Silver age games were still about escalating challenge, but high scores ceased being the goal, replaced by definitive endings. Games started becoming more explicitly narrative-driven, as aesthetic justification on consoles and as the focus of many PC games (see the entire adventure game genre.) Portable gaming also started to rise to prominence during this period, early single-screen LCD games replaced by multi-game consoles like the Game Boy and Atari Lynx. Arcade and PC game technology pulled far away from home consoles, but all games were shifted from the rough visual abstraction of golden age games, into more aesthetically recognizable presentations – albeit still cartoonish impressionistic rather than realistic. The rise of polygonal 3D graphics, both real-time full 3D (Yu Suzuki’s Virtua series) and pre-rendered (Myst, etc.), at the end of the silver age marks the transition to bronze. In 1996, with the release of Mario 64, Tomb Raider, and Quake, the silver age comes to a close.

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  • The Videogame Ages, part 1



    This past Friday, I tried to slip a little piece of language into a discussion about game emulation that I was wary about using at all. At this point, the go-to boundaries for discussing videogames’ admittedly small history is console-technology generations. We say 8-Bit or 16-Bit because these are easy identifiers based on competing, contemporary technologies. But the language “The 8-Bit Generation” doesn’t account for arcade technology, PC games, or portable gaming. Now that Bob Dvorak’s Tennis for Two is officially fifty years-old, I think we can finally start applying broader terms to gaming’s evolutionary eras. Obviously history is fluid, and chances are these classifications won’t hold true in 2050, but for now they work. The Hesiodic ages, as laid out here, consider games on every platform; the rigid parameters of home consoles, the advanced nature of PC and Mac gaming throughout the 1980s and ‘90s, the fast strides made by arcade technology throughout that same period, and the predominantly inferior technology available in handheld gaming. Unlike Hesiod’s Ages of Man, however, the videogame ages are (mostly) a positive progression. Please note: these are not strict definitions. This is a discussion, and I want everyone to make their opinions heard in the comments section. Now then, onward to the Golden Age.

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  • The E.V.O.lution of Spore

    Yahtzee recently mouthed off in his charming British way about Will Wright's Spore. Does he like it much? Short answer: "Nooooooooooooooo..."

    I haven't played Spore. My computer is from the Stone Age (2002) and completely useless for gaming. It's especially useless right now because it's been infected with the digital equivalent of late-stage syphilis and I do believe it's going quite mad.

    As for Spore, I might pick up the Wii version once it receives all the necessary castrations. But I have to admit that Yahtzee's weekly snark-a-thon woke up an otherwise oblivious bit of my brain that's telling me, "Hey...you played Spore. On the Super Nintendo. It was called EVO."

    Now kids, don't you all yell at Granma Nadia like that. I know Spore is far more complex than the 16-bit prehistoric gorgefest that captured my heart when I was fourteen-ish. But the idea of eating and growing appendages as a result of eating (wouldn't that make the obesity crisis a lot more interesting) took me back to a happy place. When we were kids, we wanted to genetically engineer nail-studded dragons with teeth like Ginsu knives and scales like tank armour. Oh, and they had to be able to fly, of course. Completely impossible by Nature's hoity-toity standards, but typical of the animals that rattle around in a kid's imagination. When Enix made EVO, it remembered the pencil crayon drawings that adorn every boy's school binder.

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  • Spore vs. Evolution



    Spore, the much anticipated life simulation game by Will Wright is upon us. I, like many, have been looking forward to seeing this game in action since it was first announced 4.5 billion years ago. The story behind Spore's creation is every bit as interesting as the game itself, involving Mr. Wright spending a great deal of time speaking with evolutionary biologists and gathering intelligence to re-imagine the entire history of life as a video game. From the start, Spore has been billed as “Evolution, the Video game”. But is it really? As a science enthusiast, I thought I'd take what I've learned about Spore and what I know about evolution and break down a brief comparison.

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  • Atheists Riled Up Over Spore

    Eurogamer has posted an illuminating interview with acknowledged 61FPS crush object Will Wright, on Spore his eight-years-in-the-making project. It turns out that "militant atheists" are pissy about the game's depiction of evolution:

    "I didn't expect to hit hot buttons on the atheist side as much; I expected it on the religious side," Wright revealed. "But so far I've had no critical feedback at all from anybody who is religious feeling that we were misrepresenting religion or it was bad to represent religion in the game. It was really the atheists."

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  • The Contrarion: Games Critics Awards are a Pointless Waste of Time

    Each year, journalists form 36 media outlets aggregate their views on E3's best games -- "games that will shape the future of interactive entertainment".

    What a stupid, worthless accolade. The journalists are basically judging on trailers and brief "hands-on" time. Why would any self-respecting journalist bother participating in such a masturbatory contest? Cripe, Kotaku managed to squeeze five posts out of it. Spore has secured a place for the last three years. Past winners include classics like Def Jam: Fight for New York, Majestic, Oni, Um Jammer Lammy, and Sentinel Returns. Real paradigm shifters, those. Shaping the future of online entertainment.

    The full breakdown....AFTER THE JUMP!!!1

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  • What Hath Science Wrought: Spore Freakshow Extravaganza!

    What you are about to see will thrill you, chill you to the bone. We at 61 FPS  braved the darkest corners of the internet to bring you this gallery of the most twisted Spore creatures.

    Step right up, ladies and gentlemen for a gallery of god-forsaken abominations courtesy of those lovable scamps over at 4chan. You have to wonder if Spore creator Will Wright knew what sort of Pandora's Box he was opening when providing the creeps of the internet with the opportunity to manifest and communicate their perversions. Just wait till the furries hear about this. We've got Homer Simpson in the house, the Biting Pear of Salamanca, and a...uh...flying disembodied penis.

    All this and more...after the jump.

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  • Crush Object: 8 Ways Will Wright Owns

    With Spore's release just around the corner, it's a perfect time to remember why its creator is a god among men. His visage may say "Kip from Napoleon Dynamite" more than Steve McQueen, but Will Wright is seriously a cool cat. The following videos only scratch the surface. For more proof that Will Wright is beyond you, I'd start with this interview. Check it:

    1. Will Wright won an illegal cross-continental car race in 1980. 

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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